• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Scout Meta-archetype

peterka99

First Post
Scout Archetype

Here are up a new meta-archetype: the scout, based on Quickleaf Seafaring archetype. Meta because it is related to several classes. Your opinion ? And someone knows how to remove the 3 pictures at the end of this post ?

( http://www.enworld.org/forum/showthread.php?394575-Swashbuckler-and-Ship-Mage-(new-archetypes)/page4#ixzz3MZ3nVZhJ)

dc2.jpg

A Barbarian, Fighter, ranger or Rogue can choose the Scout archetype when they reach 3rd level and would select a barbarian path, martial, ranger or roguish archetype.

One of the main appeals of the Scout archetype are the Scout Tricks (think the warlock's Eldritch Invocations, only muskeeters-themed and less magical). In fact, your character doesn't need to take one of these archetypes to gain access to Scout Tricks; simply take the Crafty Explorer feat, which is to Scout Tricks what the Martial Adept feat is to Battle Master Maneuvers.

Crafty Explorer (New Feat)
You gain the following benefits:

  • Gain proficiency in one of the following: thief's tools, disguise kit, cartographer’s tool or land vehicules.
  • Gain 2 Scout 's Tricks.
Multiclassing Rule: As the PHB Spellcasting rule- Your capacity for the Scout abilities depends partly on your combined levels in all your Scout classes and partly on your individual levels in those classes.

A character may substitute an ability if it is already taken and the combined levels are still enough for the class ability one just gets a level in.


Scout

The Scout archetype represents a consummate explorer or spy, perceptive and a nimble warrior who fights with intelligence. Their favored terrain may be wilderness, dungeons or cities, everywhere their sponsor or officer ask them to perform reconnaissance. the Scout mission briefing grants her advantages and she adopts an intelligent and mobile style of fighting. The myriad dangers of their terrain– monsters, invading armies and calamities- are well known to the Scout, who can handle anything Mother Nature or humanoids throws on her way.

Barbarians, Fighters, Rangers and Rogues can all take the Scout archetype. The exact progression of features depends on the class.

Barbarian

[SBLOCK]3. Scout Tricks, There is always cover
6. Favored Terrain Evasion, Natural Explorer improvement
10. Natural Explorer improvement, Maneuvers Analysis
14. Analyzing Defense Patterns[/SBLOCK]

extra tricks at 10th and 14th level.

Fighter

[SBLOCK]For a fighter, it should be:

3. Scout Tricks, There is always cover, Natural Explorer
7. Superior scout defense : Maneuvers Analysis
10. Favored Terrain Evasion
15. Offensive scout tactics : Analyzing Defense Patterns
18. Evasion

You learn one additional trick of your choice
at 7th, 10th, and 15th level (as per battle master maneuvers).

[/SBLOCK]

Ranger

[SBLOCK]3. Scout Tricks, There is always cover
6 Natural Explorer improvement
7. Favored Terrain Evasion, Maneuvers analysis
11. Analyzing Defense Patterns
15. Evasion

Gain 1 additional Scout Tricks at levels 5,9,13,17
[/SBLOCK]

Rogue

[SBLOCK]3. Scout Tricks, There is always cover
9. Maneuvers analysis, Natural Explorer improvement
13. Secret Language
17. Analyzing Defense Patterns[/SBLOCK]

extra trick at 9,13,17th.

Scout Tricks

Gain 2 Scout Tricks of your choice (see below). More tricks are added on further levels depending of the class.

Defensive tactics : There is Always Cover (level 3)

While in a favored terrain you are familiar with as a natural explorer, if you take a round analyze the surroundings and success on a dc 15 investigation roll, you and intelligence bonus allies may find cover within move range, using a dash action. Half cover in featureless environments like plains and desert, three-quarter cover in terrain with natural cover, like forest, hills, crags, etc.

Your Armor Class without cover bonus never can be lower than 10 + your Dexterity modifier + intelligence modifier, as you can analyze opponents attacks patterns and react.


Expanded Natural Explorer (level 6)

The scout gets an extra favored terrain to her list. The Scout can add Cities and Dungeons areas as favored terrain.


Superior scout defense : Maneuvers Analysis (level 7)
Humanoids attacks are still unpredictable, but your found a pattern in maneuvers. Your checks against being Disarmed, Grappled, Overrun, Shoved, Tumbled past, or Pushed Aside are advantaged, as are your saving throws against Battle Master maneuvers.
Evasion : The scout get evasion in favored terrain


Offensive scout tactics : Analyzing Defense Patterns (level 11)
For the next hour, you get a damage bonus against a specific race equal to your intelligence modifier, as you can analyze defense patterns You should observe the creature in advance for at least one minute or success perception roll of dc 15 if only taking one action), All allies hearing your instructions get half your intelligence bonus, round down, against the same creature. More than one race can be analyzed at the same time.


Evasion (level 15)
Evasion as per the rogue ability, without terrain restriction.


Secret Language
You develop an improved thieves’ cant only you and those you teached it may understand, which is a major tactical combat perk.

Scout Tricks


[SBLOCK]
Adept Climber
. You can climb at your normal movement speed, you climb unimpeded while holding something in one hand, and you don't grant advantage to attackers while you're climbing or balancing.

Cliffhanger. (prerequisite: Acrobatics proficiency) When you fall and there is some object nearby on which you could conceivably slow your fall, you can use your reaction to reduce your failing damage by an amount equal to five times your character level.

Dead Reckoning. (prerequisite: Perception proficiency) Under a clear sky, whether night or day, you always know the direction of true north and cannot get lost. You can also precisely intuit distances with your naked eye, do not suffer disadvantage to Wisdom (Perception) checks in dim light, and when traveling at fast pace on a mount you do not suffer the -5 penalty to your passive Wisdom (Perception). Also, when using a spyglass, you have advantage on your Wisdom (Perception) checks to identify features of a army host (standards, officers, etc).

Intelligence Analysis You are proficient with cartographer’s tool and siphering and deciphering of crypted script in your language. You can understand the main ideas from scripts in other languages.You don’t have the knack to create your own encryption. Others can decipher your code if teached or if they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus) with an advantage, or if they use magic to decipher it.

Able Imitator You can mimic the speech of an animal . You must have heard the creature speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Favored Countryside. Select a particular countryside in your campaign world. When at that area, you gain three benefits. First, you can traverse the area using passages that allow you to avoid detection, and you have some kind of secret safe cottage. Second, you have advantage on any Charisma checks to gather information in the countryside, thanks to a network of contacts there. Third, you can secure free passage aboard any land vehicule departing from the area hamlets for yourself and your companions, though you must be flexible about being hidden among refuse or the like.

Favored City
. Select a particular city in your campaign world. When at that city, you gain Four benefits. First, you can traverse the city using secret alleys and passages that allow you to avoid detection, and you have some kind of secret safe house. Second, you have advantage on any Charisma checks to gather information in the port, thanks to a network of contacts there. Third, you can secure free passage aboard any land vehicule departing from that city for yourself and your companions, though you must be flexible about being hidden among refuse or the like. Fourth, this City is a favored terrain as per Nature Explorer ability.

Briefing Reckoning You have advantage and proficiencies on Intelligence checks to recall lore about monsters, legends, hidden treasures, dungeons and cities, and natural wonders and other details given on a briefing before one reconnaissance mission.

Hicker Difficult terrain doesn’t slow your group’s travel in any environment.

Night Raid. (prerequisite: Stealth proficiency) You can organize a night raid, using your own Dexterity (Stealth) check to travel in silence and hidden from lookouts. The party can move at up to one-quarter speed. In order to make a night raid, you must invest in some kind of preparation first; for example, using muffled oars, darkening your party's faces with lamp black, painting the ship with camouflage, learning of a secret passage thru the sea caves, arranging for a distraction, drugging the lookouts, sabotaging the spotlight, etc.

Perfect Memory You can accurately recall anything you have seen or heard within the past month about your last scouting mission(s) details.[/SBLOCK]
 

Attachments

  • dc.jpg
    dc.jpg
    20.9 KB · Views: 303
  • dc.jpg
    dc.jpg
    62.8 KB · Views: 332
  • dc2.jpg
    dc2.jpg
    142.9 KB · Views: 559
Last edited:

log in or register to remove this ad


Remove ads

Top